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cfs modding

CFS I,II,III Discuss cfs modding in the Aviation Gaming forums; Yes, but with the CFS3 export plugin, you can make FLYING teapots! LOL More seriously, I figured out how to ...


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Old 11-16-2006, 07:14 AM   #46
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Yes, but with the CFS3 export plugin, you can make FLYING teapots! LOL

More seriously, I figured out how to edit texture mapping, it's definitely very close from using Max; only thing, it's a bit like going back to Max4 or 5 but no problem. Thinking it over about using the SDK with Max, should it work, source-files would then be in .max format, and any Gmax user couldn't open them then... not a good idea in the end, unless everybody in a given dev' team works with Max.
So I could probably easily modify parts or add new ones, in terms of modelling and texture mapping, on existing models; also make the modelling and texturing jobs on a scratch model, if anybody else can then take care of specifying properties like animation, scratch points and things like that, at least for a while. Cos I would gladly learn all that, but as I said, I'm short of available time, when I can already make modelling and texturing with Gmax.
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Old 11-16-2006, 09:03 AM   #47
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Well, like I said, as Craig is not wanting to finish his work at the moment - I don't blame him, he tried to do FAR too much - then I need to try to get the source files off him... Could be interesting!

BTW, somewhere I had a screenie of a flight of flying teapots!
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Old 11-16-2006, 09:15 AM   #48
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What kind of aircraft is it?
One more thing: textures appear properly in Max and its material editor, but in PSP, they look weird, kind of negative image; what do they have as properties?
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Old 11-16-2006, 01:11 PM   #49
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Well, the D.520 you saw, and then, a Br693 and a Po631, just to begin with - all French, donc c'est pour la Patrie! All need the finishing touches here and there.
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Old 11-16-2006, 02:04 PM   #50
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Hey! exciting! don't like too much the Br 693; but the D520 and P 631, I do !
Eager to get the source-files and see what I could do. Et vive la France!
Cà me rappelle que j'ai un MS406 à faire au 1/72°, et j'ai un super kit de détaillage métal-résine...
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Old 11-16-2006, 09:45 PM   #51
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...Thoes are of the few (there were indeed far too 'few') French aircraft I like too. I Have'nt gotten around to reskinning this CFS-2 beauty...



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Old 11-17-2006, 02:10 AM   #52
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Oui, et je suis au milieu du MS406 au 48eme de chez Hobbycraft - pas terrible, mais c4est ce que j'ai pu me trouver!
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Old 11-17-2006, 07:47 AM   #53
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OK, quand peux-tu m'envoyer les fichiers-sources .gmax que je voie ces bestiaux pour CFS3?
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Old 11-17-2006, 11:45 AM   #54
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J'attends justement une réponse de la part de Craig, le developer, qui de plus vient de refaire surface.
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Old 11-19-2006, 07:03 AM   #55
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OK; les matériaux ne comportent jamais de bump texture ou reflection map?
çà m'a surpris en vérifiant. Les bumps (pour les détails de surface en creux ou reliefs) sont faciles à simuler en trompe l'oeil sur les textures diffuses, mais comment est gérée la brillance des vitres?
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Old 11-19-2006, 08:38 AM   #56
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Er... No idea! (BTW, as this is an Anglophone forum...)
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Old 11-19-2006, 09:13 AM   #57
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OK; doesn't matter anyway, combat flight sim materials don't have to simulate shininess like in car games; makes things easier at least on that point. On the other hand, there are more animated parts on a game aircraft model than on car models...
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Old 11-19-2006, 10:42 AM   #58
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Actually, the aircraft have a texture map (_t.dds), a specular map (_s.dds) and some have a reflective map (_r.dds); if you check out the source file for the P-47 that came with the SDK, you'll see what I mean. They'll figure in the materials editor as bmp files, but the filenames are converted to .dds on exporting.
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Old 11-19-2006, 07:25 PM   #59
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Ok; but no bumps then? too bad it's really what makes structure lines 'alive' but it's rather easy to fake on diffuse textures (as we're used to do with previous flight sims). Ok the conversion to dds is made on export. Yes I was surprised that textures were .tga; pretty heavy for use in a game. Although it is sometimes, for alpha-channel storing. Is there a way to use color-key or alpha-channel with the CFS3 SDK? in other terms, to define 'holes' or grids by using a particular color?
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Old 11-20-2006, 07:09 AM   #60
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You can use pure black or pure green to define an alpha, and even hand edit it in photoshop, for example. Don't use the photoshop plug-in - go here: MW Graphics The tool is called DXT-BMP, and is very good. You'll need to pick up the separate dll package as well. Check it out!
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